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  • [Mod] RealFort

    Like many other people, I found the Fort to be relatively useless. Acting on the suggestion of =DrJambo=, I decided to make them more valuable. Any time a combat unit (other than air) enters a Fort, it will gain the following 'Fort Bonus' promotions (assuming it has the prerequisite techs):

    Fort Bonus I:
    +10% healing rate
    +10% strength

    Fort Bonus II (requires Optics):
    immune to first strike
    +1 visibility range

    Fort Bonus III (requires Steel):
    +1 first strike chance
    10% withdrawal chance

    History:

    v0.4
    - 10% combat strength was set for FB II, not I

    v0.3
    - Adjusted bonuses
    - Fixed translation of Italian text (thanks Error404)
    - switched to inheritance model to eliminate bulky cut and paste operations (thanks dsplaisted)
    - fixed bug that gave Fort Bonus II & III to units on Forts when any Empire researched the tech prerequisites,
    not just units of that Empire

    v0.2
    - spread bonuses over three promotions instead of one
    - fixed bug that allowed building fort, getting fort promotion, then switching to different tile improvement
    and keeping promotion
    - fort promotions two and three are now tied to specific techs

    v0.1
    - added fort promotion bonus

    note: It appears that you cannot add new promotions to an existing game (the game will CTD when you try to load it). So in order to use this mod, you'll need to start a new game.

    Also, as with all mods, do not overwrite your original files. This should be installed in your "My Documents\My Games\Civilization 4\CustomAssets" folder (note, in addition to suggesting the inheritance model, dplaisted also suggested using Mods instead of CustomAssets - here I disagree, and recommend using CustomAssets at this time).

    Bh
    Attached Files
    Last edited by Bhruic; November 13, 2005, 05:02.

  • #2
    You sir, are the man!

    To bad it doesn't work with existing games :/



    Anyhow - let me get this right. Any unit attacking FROM a fort, will get a 25% attack bonus?

    ANd any unit defending in a fort will get 25% standard defense + the 25% from your mod for a total of 50%?



    I also love the visibility addition. Adds outposts from Civ3. Is it possible to make visibility +1 on flatlands and +2 on hills?

    Comment


    • #3
      Yeah, I was a bit disappointed about the existing game issue. Well, more than disappointed, really, as I spent over an hour trying to get the promotion working, but I was loading a game to check it - hard to get it working when that's the problem.

      Your understanding is correct - attack FROM fort, +25% total, defend IN fort, +50% total.

      Unfortunately Promotions only allow a flat visibility bonus. I couldn't find any way to dodge that either, which is why I compromised on 2 in general.

      Bh

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      • #4
        You could have two different pormotions, one for highlend forts, and one for other forts.
        Creator of the Civ3MultiTool

        Comment


        • #5
          There are no higher-end forts in the game, are there? Yes, I suppose they could be added, but causing them to trigger a different promotion would be a lot more difficult than adding them was here.

          Besides which, I'd rather not mess with the tech files, if I could help it. Mods are going to be confusing enough with various ones all wanting to mod the same file as it is. The less files I have to modify the better, imo.

          Still, if I can find some way to do it without having to go to that extreme, it'd work out nicely.

          Bh

          Comment


          • #6
            I like it, I'm going to modify your mod, though So it'll just be a sight range bonus of one, or two if it isn't cumulative with hills.

            Concering that. What do you mean with "only allows a flat visibility bonus"?

            Comment


            • #7
              Bravo. Short of zone of control this is a nice bonus

              Here is a proposition for the "ZOC"
              enable a promotion that will give +1 to movement in the fort. this will ensure that a defending cavalry unit can exert more range with the 1st move being free.

              ==================
              edit.
              please note the time of the post.
              great minds think alike

              Comment


              • #8
                That could possibly be abused by chaining forts and creating a medieval super-highway.

                Comment


                • #9
                  Originally posted by kallisti_dk
                  I like it, I'm going to modify your mod, though So it'll just be a sight range bonus of one, or two if it isn't cumulative with hills.

                  Concering that. What do you mean with "only allows a flat visibility bonus"?
                  Feel free to mod it. I might change it back to 1, I'm not sure.

                  As for the "flat visibility", I mean that a Formation can only modify the visibility once. It doesn't modify it based on any other factor (ie, you can't set it to be 1 under X circumstances, and 2 under Y).

                  Bh

                  Comment


                  • #10
                    Originally posted by userqwerty
                    Bravo. Short of zone of control this is a nice bonus

                    Here is a proposition for the "ZOC"
                    enable a promotion that will give +1 to movement in the fort. this will ensure that a defending cavalry unit can exert more range with the 1st move being free.

                    ==================
                    edit.
                    please note the time of the post.
                    great minds think alike
                    That´s not the ZOC I would like in the game, Trip said something about checking the movement points of an enemy unit and setting them to 0 if it tried to move past a unit in a fort, now that would be nice to have, it would make them more useful.
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                    Comment


                    • #11
                      Yeah, I was originally trying to do that. But unfortunately the only move event takes place after the move. For the ZoC to work, you'd need to check before the move takes place (but after the order was given). You could do a really crude "hack", where you move the unit back after it moves, but not only would that look bad, but I suspect it would give the AI fits as well.

                      I also thought of trying to mark the adjacent squares as "impassable", but that would affect every player, not just the enemy. I don't think ZoC is really doable until the SDK is released.

                      Bh

                      Comment


                      • #12
                        Originally posted by Bhruic
                        There are no higher-end forts in the game, are there?
                        I meant highland (i.e forts on hills)
                        Creator of the Civ3MultiTool

                        Comment


                        • #13
                          Ok, new version out. Made the following changes:

                          v0.2
                          - spread bonuses over three promotions instead of one
                          - fixed bug that allowed building fort, getting fort promotion, then switching to different tile improvement
                          and keeping promotion
                          - fort promotions two and three are now tied to specific techs

                          The current stats are now

                          Fort Bonus I:
                          +10% strength
                          +10% healing rate
                          +1 visibility range

                          Fort Bonus II (requires Optics):
                          +10% strength
                          +1 visibility range

                          Fort Bonus III (requires Steel):
                          immune to first strike
                          +1 first strike
                          10% withdrawal chance

                          Let me know what you think.

                          Bh

                          Comment


                          • #14
                            Excellent job Bhruic! I wonder if the AI will now be more inclined to build them as a result of the changes?

                            Comment


                            • #15
                              It seems that CIV4GameTextInfos_Objects.xml is exactly the same as the one in the game. Is there some mistake?

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